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* missing file change.. actually use watchdog threads on assetsconnector andUbitUmarov2017-05-261-2/+5
| | | | avoid null refs on JobEngine
* change wrong watchdog stopped thread check code, and don't log itUbitUmarov2017-05-261-3/+10
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* move assetsconnector threads to whatchdog; Abort all alive threads known to ↵UbitUmarov2017-05-253-1/+27
| | | | watchdog before exit
* use threads from main pool on assetsconnectorUbitUmarov2017-05-251-1/+0
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* make a few more threads background onesUbitUmarov2017-05-251-2/+2
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* add a bit more pre exit cleanupUbitUmarov2017-05-242-4/+14
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* stop a few more threads on exitUbitUmarov2017-05-232-1/+7
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* please DIE! PLEASE??UbitUmarov2017-05-233-6/+26
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* fix IClientIPEndpoint broken by justin long ago.. but stop using itUbitUmarov2017-05-221-1/+1
| | | | | except on SceneBanner, later it my be also removed from there and everywhere
* make sure we drop requests if DoHTTPGruntWork failsUbitUmarov2017-05-221-4/+9
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* remove LongPoll type and queues. Events should now have reduced latency ↵UbitUmarov2017-05-212-35/+3
| | | | also. About previus commit, it maybe a modified ingen-e3s-v1.33 script that is broken, and not the original version, can't tell
* remove a Paralell.For (actually not used). That kind of fine gained ↵UbitUmarov2017-05-151-39/+9
| | | | multitask makes no sense on already heavy multitasked server application like opensim. CPU cores are already busy or needed elsewhere.
* clear land object on deleteUbitUmarov2017-05-141-0/+2
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* fix some issue on parcels loading and make parcels dwell show something. ↵UbitUmarov2017-05-141-4/+8
| | | | Resolution is 2.5min aprox.
* find parcels by GlobalID.. well most timeUbitUmarov2017-05-131-0/+2
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* we can't allow abort to change only one dicUbitUmarov2017-05-131-29/+33
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* fix wrong locking on unused path it case it does get uses. Thanks LaNani SundaraUbitUmarov2017-05-131-1/+1
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* some conditional dispose on http requests inputstreamUbitUmarov2017-05-082-1/+8
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* let StreamReader be in using statementsUbitUmarov2017-05-072-31/+18
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* having the file open then let PermissionsToString know about ExportUbitUmarov2017-04-301-0/+2
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* save some nanoseconds if unfolding will not change anything ( export default ↵UbitUmarov2017-04-301-2/+2
| | | | mks it rare, but looks nice)
* remove a redundant operationUbitUmarov2017-04-301-2/+0
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* update folded permitions if taking from world, or after unfoldUbitUmarov2017-04-291-6/+22
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* recover PermissionsUtil.ApplyFoldedPermissions (well my version). its use ↵UbitUmarov2017-04-292-2/+34
| | | | easys code readability
* a few changes to permissions folding... we are testing. at this point only ↵UbitUmarov2017-04-281-1/+4
| | | | use master for TESTING also
* give more information on Fatal Error during region startupUbitUmarov2017-04-261-2/+1
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* move mesh pbs creation code out of mesh upload code into to ↵UbitUmarov2017-04-251-0/+64
| | | | PrimitiveBaseShape.cs
* several changes for osTeleportObjectUbitUmarov2017-04-151-4/+4
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* add functions to send entity updates imediatly, except for avatars (or now) ↵UbitUmarov2017-04-141-4/+6
| | | | they should be use to bypass normal delayed updates, for debug
* store the physics inertia override in Mysql and add it to serializer. run ↵UbitUmarov2017-04-011-0/+262
| | | | prebuild is required
* Merge branch 'melanie'Melanie Thielker2017-03-313-3/+43
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| * If a DNS resolution fails on an outbound request, simply allow itMelanie Thielker2017-03-311-2/+12
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| * Allow setting the stats log file location in OpenSim.ini rather than ↵Melanie Thielker2017-03-312-1/+31
| | | | | | | | app.exe.config
* | Merge branch 'melanie'Melanie Thielker2017-02-013-3/+18
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| * Refactor asset handling as per Ubit's suggestionMelanie Thielker2017-02-012-4/+5
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| * Secure sim stats with an (optional) password.Melanie Thielker2017-02-011-0/+13
| | | | | | | | | | There is way too much in these stats to expose them to the world, at least for some of us.
| * Make negative asset caching actually workMelanie Thielker2017-01-302-2/+3
| | | | | | | | | | | | Also fixes some merge artefacts in HGAssetBroker where cached assets were requested but not actually used and completely squelch a materials debug message because there is nothing the user can do to fix it anyway.
* | several changes relative to objects return and parcel prim counts: avoid ↵UbitUmarov2017-01-271-1/+1
| | | | | | | | null refs, report correct count of returned objects, make obkects counts by ownership coerent with return rules, etc
* | set a sane default region ObjectCapacityUbitUmarov2017-01-211-2/+2
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* | chance new effective permissions code to ease aggregation on demand( ie on ↵UbitUmarov2017-01-161-7/+9
|/ | | | changes). But still doing full aggregation on checks, so still heavy
* Remove the last instance of the legacy slam but being setMelanie Thielker2017-01-161-0/+8
| | | | New objects now get only the real slam bit.
* use of PermissionMask Bit3 for slam was a recent mistake, so make it only ↵UbitUmarov2017-01-151-3/+3
| | | | bit4 and move folded export to its more natural place as bit3
* oops fix FolderMask acordingUbitUmarov2017-01-141-1/+1
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* make the Slam bit actually be the two previus used ones, to try to minimize ↵UbitUmarov2017-01-141-2/+2
| | | | compatibilty issues
* fix incoerent definition of Slam bit (bits 3 and 4 used in diferentUbitUmarov2017-01-141-2/+3
| | | | | places.) this may still be wrong on other places; Do not loose folded permitions, WARNING MASTER IS NOW UNSTABLE. permissions are still broken"
* Harmonize case in Permissions enumMelanie Thielker2017-01-131-4/+5
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* change GenerateClientFlags(...) to work with a scenepresence; make use of ↵UbitUmarov2017-01-111-1/+1
| | | | the new IsGod to check its God rights; remove the non standard estate manager right to move other ppl prims i added on last commits; coment out a test method i added sometime ago
* Change improperly named isNPC to be IsNPC as a property should be uppercaseMelanie Thielker2017-01-071-2/+2
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* Fix errors introduced by incomplete understanding of what folded perms areMelanie Thielker2017-01-061-19/+0
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* fix/simplify validation of god_data update fieldUbitUmarov2017-01-061-14/+20
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